Quote:watching two of my friends playing, I saw quite a funny game academy vs. sylvan can't remember which map. Anyway, the wizard took as much of every troop and possible, without bothering about quality, and the elf scored massive kills first turn, but then motw + divine vengeance happened and phoenix finished the job along some remaining troops. Another example of how broken the DV is.

If warlocks had easy access to light magic, I'd probably play blessings + might style with DV abuse after some buffing instead of traditional destructive. at least 30 SP would make fun resurrections, too.

dungeon still have small numbers but imagine necro you just killed those 1k skellies and now it's instant death for your troops with DV and decent SP.

Still, it doesn't seem like that much of a winning strategy. How often do you take your chances on getting Light Magic with Necromancer AND getting access to Divine Vengeance, and based on this chance, amass Skeletons rather than, say, Liches?
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What will happen now?

Quote:Still, it doesn't seem like that much of a winning strategy. How often do you take your chances on getting Light Magic with Necromancer AND getting access to Divine Vengeance, and based on this chance, amass Skeletons rather than, say, Liches?

you right it's not good strat, any strat which involves 2% chance skill is not a strategy.

Hey forest, what a shame for u to offer such strategies. U doomed many of my strategies like this one to failure because they're very hard to(hard to get the right skills with these 2%). Now u offer such strategies. What a change ____________

Well, if you capture a town with Divine vengeance in the guild, you may consider taking light magic when it pops up with a warlock or necromancer, for instance. But you shouldn't depend on it when the game starts.. not like "I have to get light and I have to find DV somewhere". Perhaps that's why your ideas got bashed: You tried to make a main strategy out of it?

Quote:Well, if you capture a town with Divine vengeance in the guild, you may consider taking light magic when it pops up with a warlock or necromancer, for instance. But you shouldn't depend on it when the game starts.. not like "I have to get light and I have to find DV somewhere". Perhaps that's why your ideas got bashed: You tried to make a main strategy out of it?

heh that didn't meant to be strategy. I do realize that depending on something like that is simply stupid. what i want to show is that the DV i more overpowered if you command loads of crappy units like skellies or goblins or anything like that.
i'm afraid that even when you have good access to light magic you can't make strats based on DV.

You meant Dryads. No, the 1st upgrade option from the original level 1 creature of the Pixies.

Matter of fact, I rather have the Sprites instead of the 2nd upgrade of the Dryads. Sometimes, I rather have the spell casting of rather Wasp Swarm or the harmful spell dispelling ability of Dispel. Most of the time, the Hero fails to have the Dispel spell to work, but, the Sprites will rarely fail at this task. Because, it is in their own biology to cast such beneficial anti-harm spell such as Dispel. Besides, the Sprites have all the same attacking abilities as the Dryads have. They both rely on the Hero's boosting of his/her Attack and Defense Primary skills of combat effectiveness.

Sprites are the very first line of spell casting abilities if the Hero is caught by surprise by an enemy hero that had a better scouting eyesight than ours and, was drained of all his/her mana in that same day/turn. But, the 2nd line of spell casting unit that can do even better than the Sprites are: none other than the level 4 unit of Druids and especially the Elder Druids with way more mana than the original Druids. Sprites 10 mana points per combat + another 25 mana points for the Elder Druids = 35 points of destructive/attacking spell casting abilities. 2 castings for the Sprites and upto 5 castings for the Elder Druids. 7 backup spell castings, I call that, not too bad to have around don't you think?